[Freeciv-Dev] (PR#39864) helicopter goto overly cautious
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39864 [book - Sat Jul 19 04:02:14 2008]: My opinion is that the current behaviour is excessively nannying and adds needless complications. The goto code should just make the unit go where you tell it to go, taking a safe route if one exists, and should not try to second guess your intentions and protect you from yourself. -- 皇帝陛下のために戦う神風が要るんだから。 Why is it that in previous versions of FreeCiv, I could send my aircraft anywhere in the world that I wanted to, but in this last version (2.1.5) it doesn't work like that? I also agree that having to move aircraft short distances at a time does not work very well. Personally, for me, it makes the game not worth the time to play. In fact, even with using waypoints, I still cannot move the aircraft very far at a time. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 On Wed, Jul 23, 2008 at 6:13 PM, guest user Freeciv wrote: There is the catch: Between the versions the ptile-city member has been replaced by ptile-worked which points to the city working on the tile, so many tiles are pointing to the same city (in the city radius I suppose). That was a terrible idea. Though I suppose at first glance it must have seemed attractive enough. Question: if you disconnect and reconnect to the server, are the fogged cities shown then? I cannot recall testing this. Wow, that was a GREAT idea! I just tested it and noticed that the cities are updated correctly (meaning they are visible when fogged) after rejoining the game. I moved up to one visible fogged city with an explorer and left again et voila: once the city got fogged again it disappeared from the map. The problem seems to occur when the fogged city becomes visible again or is fogged again. So the problem with the updating must be happening somewhere when the TILE_KNOWN_UNSEEN flag is set for a formerly seen tile or vice versa when it is reset to the TILE_KNOWN_SEEN. I'll try to check through all the code blocks where these status flags are checked and/or changed and compare them with the former code of S2_1. Maybe I'll get lucky and find the needle in the haystack before the few weeks pass by. ;) The problem must be that when the tile is fogged (in the tile packet), the ptile-worked flag is cleared. Looking for -worked = NULL in the code should find the offending code - it shouldn't be cleared if there's a city on the tile. It's also possible that the server is telling the client the tile is not worked. This would be a related error but in the server code. Though it could be fixed client-side I suppose. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40399) Timeout change does not take effect immediately :(
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40399 While testing I found to my horror that that timeout setting behaviour has been changed in 2.1+ to only take effect after the turn changes. This is very very bad for multiplayer games, since often a turn needs to be extended immediately to handle something (e.g. a player connection is lost, or someone needs a pause due to the telephone, etc.). I strongly suggest that this behaviour be changed back to how it worked in 2.0. -- ない。ない?ない!時間がない!! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40213) No way to turn worker display from main map
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40213 Committed to S2_2 (r15038) and trunk (r15039). -- コンパイルしながら、この文章を考え出す。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 [EMAIL PROTECTED] Well I probably have the time for working on this but my experience doesn't quite match yours with neither the C programming language nor the freeciv source code, so I'm not all that confident that it would be just a matter of a few weeks... ;) I can see books point, all of which quite sensible, and understand that the actual problem is quite somewhere else. It just isn't quite reassuring for me that an incredible complex and obscure code block I believe could be the source of the problem is commented on top of it with the words This was once very ugly In this tradition you could maybe use my current patch as temporarily solution if you want to branch S2_3 any time soon, as reverting back to the old S2_1 state would probably mean killing off a lot of good work related to the border algorithms (which seems to be the key change between versions that screwed all this fogged stuff up). Greetings, Nico the n00b ;) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 pcity-tile and ptile-city are both set to the correct values. In general ptile-city-tile == ptile and pcity-tile-city == pcity all the time (that would be a useful assertion to add somewhere - in fact client-side sanity checks might be a good thing in general, but that's off topic). There is the catch: Between the versions the ptile-city member has been replaced by ptile-worked which points to the city working on the tile, so many tiles are pointing to the same city (in the city radius I suppose). That is what the tile_city function is all about (in S2_1 it didn't exist and the put_one_element function got just passed ptile-city), as it checks whether the tile that is worked on (if at all) is the center tile of the city itself or if not returns NULL (meaning it is just a tile in the vicinity of the given city and worked by it). This worked member is used quite extensively for calculating the owners of the tiles and their surrounding borders, so it seems to be working quite fine. Only problem is that somewhere on the client (or more likely on the server) this member isn't updated correctly, maybe because somebody thought that the client shouldn't be supposed to know about what tiles are worked by other players if they can't see it (hich sounds quite sensible at first glance). Question: if you disconnect and reconnect to the server, are the fogged cities shown then? I cannot recall testing this. Wow, that was a GREAT idea! I just tested it and noticed that the cities are updated correctly (meaning they are visible when fogged) after rejoining the game. I moved up to one visible fogged city with an explorer and left again et voila: once the city got fogged again it disappeared from the map. The problem seems to occur when the fogged city becomes visible again or is fogged again. So the problem with the updating must be happening somewhere when the TILE_KNOWN_UNSEEN flag is set for a formerly seen tile or vice versa when it is reset to the TILE_KNOWN_SEEN. I'll try to check through all the code blocks where these status flags are checked and/or changed and compare them with the former code of S2_1. Maybe I'll get lucky and find the needle in the haystack before the few weeks pass by. ;) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev